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Change-Id: I0793d0b53c0e7df65fecfe43ef9daaf07413ea77
Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
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The Origin for Target rect was deemed a confusing concept. The current
implementation would translate the target rect to the coordinate system
specified. However, the order and "direction" of the vertices would
always be the same. So drawing a texture in for one target rect defined in
one coordinate system would paint the texture the same way as it would
when a texture was drawn for a target rect drawn in the "opposite"
coordinate system. The point with this was that if you wanted to "flip"
the texture you would specify that with the source coordinate system.
However, this approach breaks on different levels, such as QRect has functions
which expects a top left coordinate system (ie. top() and bottom()).
In the end Qt uses a top left coordinate system, hence QWindow specifies
a top left coordinate system, and hence the api becomes easier if it is
not possible to define the coordinate system of the target viewport.
Change-Id: I7dd59b3718380876e87a4bff88381d7a1c7d58c1
Reviewed-by: Laszlo Agocs <laszlo.agocs@digia.com>
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Integrate with QOpenGLTextureBlitter, QOpenGLWidget and friends.
Change-Id: Ic2867b713a21a3d2820d546174fc9164b3dd220c
Reviewed-by: Lars Knoll <lars.knoll@digia.com>
Reviewed-by: Gunnar Sletta <gunnar.sletta@jollamobile.com>
Reviewed-by: Paul Olav Tvete <paul.tvete@digia.com>
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Prevent artifacts on raster windows by properly mapping
the coordinates to [-1,1].
Task-number: QTBUG-36370
Change-Id: I95d0d03952f597ef4ce6a950c6533a3af2df964a
Reviewed-by: Andy Nichols <andy.nichols@digia.com>
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The cursor implementation is generic GL(ES) code that should be shared
by all the present and future egl-based embedded platform
plugins. Follow the pattern of QEGLPlatformContext and move this class
into eglconvenience as QEGLPlatformCursor.
Similarly, the common bits from the context implementation context are
moved back to EGLPlatformContext.
eglconvenience has now base classes for integration, screen, window,
etc. too. By using these, eglfs becomes much smaller and cleaner. This
also paves the way for creating new, separate EGL-based platform
plugins for Android, embedded Linux, etc.
Also added some documentation to each of the base classes.
devicediscovery is now fixed to be usable on any platform. The
implementation in this case is naturally a dummy one. This finally
allows using it from anywhere without myriads of ugly ifdefs.
Change-Id: I02946e360c04e02de7fe234a23a08320eff4ccf5
Reviewed-by: Jørgen Lind <jorgen.lind@digia.com>
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